After being in development for just over 10 months and existing as a loose set of ideas in my head for much, much longer than that I guess I might as well do a bit of a proper writeup of what this thing actually is. So without further ado: Eternity noun infinite or unending time. a state to which time has no application; timelessness. the time it'll take me to finish this. Disclaimer: Not actually finished Eternity is at it's core a complete, from the ground up redesign/rework of Combine Control. Borrowing the same UI style and some design decisions, while completely reworking other parts. The code itself has been written from the ground up to be much more versatile and easier to work with from a developer's perspective. That being said, as the disclaimer mentions the script isn't fully finished yet. So while we're launching soon there will likely still be things I've either forgotten to implement or simply haven't gotten around to yet. Expect a lot of updates the first few weeks while we get situated. Between major reworks, small tweaks and all kinds of other additions made I could be here for hours trying to explain everything. So for now I'll list some of the more notable features already finished and go into more detail about the rest (with screenshots) either close to or during launch when I have more time to do so. Models are now handled via a system similar to TRP but with separate torso/leg choices and significantly improved performance Stats aren't a thing Grid-based inventories and drag/drop support, items support internal inventories Replacement of the character/combine flag system with the concept of species and a physical ID and biosignal system Updated character records More surveillance options through controllable cameras and bodycams Combine features are accessed through physical terminals rather than your character menu The ability to turn almost every part of the HUD off individually A completely revamped spawn selection system In-game map file editing for admins Character speed will be based on your currently equipped items (More armor = slower movespeed) The armor bar doesn't exist anymore, instead armor works through a damage multiplier which is based on the same level that is used to calculate your character speed. Ammo functions on a mixed system between HL2 and ZRP. You load an ammo type into a weapon by dragging the ammo item onto the weapon itself, but ammo itself is infinite.